class unreal.NiagaraSystem(outer=None, name='None')

Bases: unreal.FXSystemAsset

Container for multiple emitters that combine together to create a particle system effect.

C++ Source:

  • Plugin: Niagara

  • Module: Niagara

  • File: NiagaraSystem.h

Editor Properties: (see get_editor_property/set_editor_property)

  • auto_deactivate (bool): [Read-Write] Auto-deactivate system if all emitters are determined to not spawn particles again, regardless of lifetime.

  • bake_out_rapid_iteration (bool): [Read-Write] Experimental feature that allows us to bake out rapid iteration parameters during the normal compile process.

  • bake_out_rapid_iteration_on_cook (bool): [Read-Write] If true bBakeOutRapidIteration will be made to be true during cooks

  • compress_attributes (bool): [Read-Write] Toggles whether or not emitters within this system will try and compress their particle attributes.

    In some cases, this precision change can lead to perceivable differences, but memory costs and or performance (especially true for GPU emitters) can improve.

  • dump_debug_emitter_info (bool): [Read-Write] Dump Debug Emitter Info

  • dump_debug_system_info (bool): [Read-Write] Dump Debug System Info

  • effect_type (NiagaraEffectType): [Read-Write] Effect Type

  • expose_to_library (bool): [Read-Write] If this system is exposed to the library.

  • fixed_bounds (bool): [Read-Write] Whether or not fixed bounds are enabled.

  • fixed_bounds (Box): [Read-Write] The fixed bounding box value. bFixedBounds is the condition whether the fixed bounds can be edited.

  • is_template_asset (bool): [Read-Write] Is Template Asset

  • max_pool_size (uint32): [Read-Write] Max number of components of this system to keep resident in the world component pool.

  • override_scalability_settings (bool): [Read-Write] Override Scalability Settings

  • parameter_collection_overrides (Array(NiagaraParameterCollectionInstance)): [Read-Write] Parameter Collection Overrides

  • pool_prime_size (uint32): [Read-Write] How many instances we should use to initially prime the pool. This can amortize runtime activation cost by moving it to load time. Use with care as this could cause large hitches for systems loaded/unloaded during play rather than at level load.

  • require_current_frame_data (bool): [Read-Write] When enabled, we follow the settings on the UNiagaraComponent for tick order. When this option is disabled, we ignore any dependencies from data interfaces or other variables and instead fire off the simulation as early in the frame as possible. This greatly

    reduces overhead and allows the game thread to run faster, but comes at a tradeoff if the dependencies might leave gaps or other visual artifacts.

  • system_scalability_overrides (NiagaraSystemScalabilityOverrides): [Read-Write] System Scalability Overrides

  • template_asset_description (Text): [Read-Write] Template Asset Description

  • trim_attributes (bool): [Read-Write] If true Particle attributes will be removed from the DataSet if they are unnecessary (are never read by ParameterMap)

  • trim_attributes_on_cook (bool): [Read-Write] If true bTrimAttributes will be made to be true during cooks

  • warmup_tick_count (int32): [Read-Write] Number of ticks to process for warmup. You can set by this or by time via WarmupTime.

  • warmup_tick_delta (float): [Read-Write] Delta time to use for warmup ticks.

  • warmup_time (float): [Read-Write] Warm up time in seconds. Used to calculate WarmupTickCount. Rounds down to the nearest multiple of WarmupTickDelta.


Niagara System and Emitter Helpers


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